[QUOTE=thenintendork;37501061]As in [/img], not [img/].
(sorry if this offends you, lone spy.)[/QUOTE]
It's okay. I wasn't describing it very well anyway.
We gonna get downloads for those Duck?
The whole pack collection:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=93444905&edit=true&fileuploadsuccess=1"]http://steamcommunity.com/sharedfiles/filedetails/?id=93444905[/URL]
Alright, I'm getting really confused now.
How about I just post the URL to the promo image and the download, and someone can show me how to do it so I can stop spamming the chat.
Promo link: [url]https://dl.dropbox.com/u/102054761/SMS%20Mod%20Promo.png[/url]
Download link: [url]https://dl.dropbox.com/u/102054761/SMS%20SoundMod.rar[/url]
Download link: [URL="https://dl.dropbox.com/u/102054761/SMS%20SoundMod.rar][IMG]https://dl.dropbox.com/u/102054761/SMS%20Mod%20Promo.png[/IMG][/URL]
The best I could, it links but the download part is broken.
so
Scout: rat/mouse, those are city animals. hommingbird could work. Maybe a hamster.
Pyro: Fried Chicken, Phoenix, or a desert-kind of Lizard (closest relative to a dragon)
Heavy: that sparrow must be made. not only is it a lore reference but it's damn cute as well
Engi: Prairie dog, Owl, or maybe a friendly rattlesnake instead of his cord? Snake could even make sounds
Sniper: the owl is pretty cool. A spider could have worked as well since Australia is living hell and filled with spiders
Spy: Tough one. For some reason I think a ferret fits. They're mean.
Edit: no download link on those pyro items is sadistic :(
[QUOTE=thenintendork;37501153]Download link: [IMG]https://dl.dropbox.com/u/102054761/SMS%20Mod%20Promo.png[/IMG]
You're welcome.[/QUOTE]
Alright, thanks a ton, man.
So, is there anything left for me to do here, or can I celebrate my first shitty sound mod release?
[QUOTE=thenintendork;37501153]Download link: [URL=https://dl.dropbox.com/u/102054761/SMS%20SoundMod.rar][IMG]https://dl.dropbox.com/u/102054761/SMS%20Mod%20Promo.png[/IMG][/URL]
The best I could, it links but the download part is broken.[/QUOTE]
Looks like you accidentally added a (")
[URL=https://dl.dropbox.com/u/102054761/SMS%20SoundMod.rar][IMG]https://dl.dropbox.com/u/102054761/SMS%20Mod%20Promo.png[/IMG][/URL]
Finished it any ways, was so close when you guys started posting about it already being made by someone else.
[IMG]http://nukeaduke.com/img/HandymansHand3.jpg[/IMG]
[QUOTE=thenintendork;37501153]Download link: [URL="https://dl.dropbox.com/u/102054761/SMS%20SoundMod.rar][IMG]https://dl.dropbox.com/u/102054761/SMS%20Mod%20Promo.png[/IMG][/URL]
The best I could, it links but the download part is broken.[/QUOTE]
-snip due to lone spy being a god-
[url]http://www.livestream.com/ashtonslivestream[/url]
Will be doing this:
[img]http://i.imgur.com/nxbgB.png[/img]
[QUOTE=The Lone Spy;37501256]Looks like you accidentally added a (")
[URL=https://dl.dropbox.com/u/102054761/SMS%20SoundMod.rar][IMG]https://dl.dropbox.com/u/102054761/SMS%20Mod%20Promo.png[/IMG][/URL][/QUOTE]
Probably a result of getting backwards and putting the link inside the img tags and trying to cut/paste instead of redoing it, Either way, thanks.
Well, iunno about you guys, but I'm gonna go play TF2 with my new sounds installed,
Unbox a crate so I can hear that fucking awesome shine get sound,
then just see where the day takes me.
On a side note, ducksink.
Two words about that pack.
[video=youtube;dnAYgNnA5A0]http://www.youtube.com/watch?v=dnAYgNnA5A0[/video]
Has anyone done this yet?
[IMG]http://i1212.photobucket.com/albums/cc460/Krakash/medicsmug.png[/IMG]
[QUOTE=Clovernoodle;37500128]TF2 Mod Emporium 48: Trimmed Skins and Avians Edition
[editline]also[/editline]
Also, please, more TF2 items that are actually disturbing, like the skin hats.[/QUOTE]
TF2 Mod Empoirum 48: Zombies and Poultry
[QUOTE=Krakash;37501427]Has anyone done this yet?
[IMG]http://i1212.photobucket.com/albums/cc460/Krakash/medicsmug.png[/IMG][/QUOTE]
That's...
not a bad idea, actually
I actually can easily see medic holding a cup of tea with a teabag still in it and using that as a melee
Maybe have something other than #1 Medic on the side, though, maybe something like
Keep Calm and Uber Heavies
So guys, I'm bored--does anybody need anything rigged or particle systems or what have it? I can try my hand at promo images if need be. It'd be a good opportunity to use SFM for promo images. Good time as any to try. :v:
Good lord, that robot guy's comment on the shotgun is depressing.
[QUOTE=Tiesieman;37501179]so
Scout: rat/mouse, those are city animals. hommingbird could work. Maybe a hamster.
Pyro: Fried Chicken, Phoenix, or a desert-kind of Lizard (closest relative to a dragon)
Heavy: that sparrow must be made. not only is it a lore reference but it's damn cute as well
Engi: Prairie dog, Owl, or maybe a friendly rattlesnake instead of his cord? Snake could even make sounds
Sniper: the owl is pretty cool. A spider could have worked as well since Australia is living hell and filled with spiders
Spy: Tough one. For some reason I think a ferret fits. They're mean.
Edit: no download link on those pyro items is sadistic :([/QUOTE]
Phoenix Please!
[QUOTE=Gamemaster1379;37501497]So guys, I'm bored--does anybody need anything rigged or particle systems or what have it? I can try my hand at promo images if need be. It'd be a good opportunity to use SFM for promo images. Good time as any to try. :v:[/QUOTE]
I could use some help with rigging a misc, I rigged it today but when I export it as a .smd and compile it, it offset itself a bit. And end up inside the model instead of on the model.
It's two simple items, a sleeve with a cigarette package inside and back pocket with a comb in, both for the Scout(too be exported as one .smd and compiled as one misc).
[QUOTE=Gamemaster1379;37501497]So guys, I'm bored--does anybody need anything rigged or particle systems or what have it? I can try my hand at promo images if need be. It'd be a good opportunity to use SFM for promo images. Good time as any to try. :v:[/QUOTE]
Ah yes, [b]speaking[/b] of particle systems:
When I finally realized that the Particle Editor in SFM [b]actually[/b] edits particle effects (the one in Team Fortress 2 with -tools didn't do anything for me), I decided, why not just mess around with the medigun beam?
Then I did.
[t]http://i.imgur.com/ObBQD.png[/t]
[t]http://i.imgur.com/Qecv2.png[/t]
[t]http://i.imgur.com/JJwdb.png[/t]
[t]http://i.imgur.com/nnXjd.png[/t]
(We gotta save the empire! So we didn't.)
So then I decided, why not check them on Team Fortress 2? So I put the particles file in [i]team fortress 2 -> tf -> particles[/i] (and yes, it's correctly named as medigun_beam.pcf), tried it...
...And the Medigun's beam was the same, default particles. Any idea as to why that is?
[QUOTE=ArakanI;37501623]I could use some help with rigging a misc, I rigged it today but when I export it as a .smd and compile it, it offset itself a bit. And end up inside the model instead of on the model.
It's two simple items, a sleeve with a cigarette package inside and back pocket with a comb in, both for the Scout(too be exported as one .smd and compiled as one misc).[/QUOTE]
Sure, I can take a look at it.
[editline]1st September 2012[/editline]
[QUOTE=AbeX300;37501685]Ah yes, [b]speaking[/b] of particle systems:
When I finally realized that the Particle Editor in SFM [b]actually[/b] edits particle effects (the one in Team Fortress 2 with -tools didn't do anything for me), I decided, why not just mess around with the medigun beam?
Then I did.
[t]http://i.imgur.com/ObBQD.png[/t]
[t]http://i.imgur.com/Qecv2.png[/t]
[t]http://i.imgur.com/JJwdb.png[/t]
[t]http://i.imgur.com/nnXjd.png[/t]
(We gotta save the empire! So we didn't.)
So then I decided, why not check them on Team Fortress 2? So I put the particles file in [i]team fortress 2 -> tf -> particles[/i] (and yes, it's correctly named as medigun_beam.pcf), tried it...
...And the Medigun's beam was the same, default particles. Any idea as to why that is?[/QUOTE]
Wait, what the hell are you talking about? The one in TF2 itself edits them as well. That's how I made all the Halloween ones.
[QUOTE=AbeX300;37501685]Ah yes, [b]speaking[/b] of particle systems:
When I finally realized that the Particle Editor in SFM [b]actually[/b] edits particle effects (the one in Team Fortress 2 with -tools didn't do anything for me), I decided, why not just mess around with the medigun beam?
Then I did.
[t]http://i.imgur.com/ObBQD.png[/t]
[t]http://i.imgur.com/Qecv2.png[/t]
[t]http://i.imgur.com/JJwdb.png[/t]
[t]http://i.imgur.com/nnXjd.png[/t]
(We gotta save the empire! So we didn't.)
So then I decided, why not check them on Team Fortress 2? So I put the particles file in [i]team fortress 2 -> tf -> particles[/i] (and yes, it's correctly named as medigun_beam.pcf), tried it...
...And the Medigun's beam was the same, default particles. Any idea as to why that is?[/QUOTE]
To edit a particle, you have to extract the .pcf from the .gcf and place it in the open folder. Otherwise it won't be saved as the files in the .gcf aren't meant to be edited. SFM uses a newer version of the particle editor and, likewise, a newer format of particles themselves. and Source doesn't seem to have forwards compatibility with particles made in the newer version of the editor.
[QUOTE=Gamemaster1379;37501726]Wait, what the hell are you talking about? The one in TF2 itself edits them as well. That's how I made all the Halloween ones.[/QUOTE]
Odd, it didn't let me edit particles...
But do I [b]have[/b] to use the particle editor in TF2 to make them work? Or is there some sort of way to make the particles made in SFM to work on TF2?
(Or has it been so long since I tried to use the TF2 particle editor?)
[QUOTE=Karmal Khan;37501797]To edit a particle, you have to extract the .pcf from the .gcf and place it in the open folder. Otherwise it won't be saved as the files in the .gcf aren't meant to be edited. SFM uses a newer version of the particle editor and, likewise, a newer format of particles themselves. and Source doesn't seem to have forwards compatibility with particles made in the newer version of the editor.[/QUOTE]
Ah, alright. I'll try it out!
[QUOTE=Gamemaster1379;37501726]Sure, I can take a look at it.[/QUOTE]
Kk, thanks!
Here is a .obj file. They are just supposed to be rigged too the scout.
The arm should be rotated to -15 0 30(XYZ) befor you bind it too the skeleton. I used the ref models from the SDK and they had rotated bones...
[URL="http://nukeaduke.com/files/scoutMisc.obj"]http://nukeaduke.com/files/scoutMisc.obj[/URL]
God I love my new sounds.
Also, where the fuck are my manners?
Thanks a ton to everyone here, especially to those that gave me such a big hand with this.
I might go back and make some new sounds for it later on, but for now, I'm fairly happy with it.
Speaking of halloween items.
[img]http://filesmelt.com/dl/Halloween_Pyro_Item_Ideas.png[/img]
What do you guys think of these?
pyro/10
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